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C#
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2024-02-19 21:00:36 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
using Player;
public class CubeEater : NetworkBehaviour
{
// CustomNetworkManager networkManager;
NetworkGameManager networkGameManager;
void Start()
{
// networkManager = NetworkManager.singleton.GetComponent<CustomNetworkManager>();
networkGameManager = NetworkGameManager.singleton;
}
void OnTriggerEnter(Collider collider)
{
if (!isServer) return;
if (collider.tag == "Prop")
{
if (collider.GetComponent<PropBehaviour>().Original == true)
{
var player = collider.GetComponent<PropGrab>()._player;
collider.GetComponent<PropGrab>().ResetPlayer();
collider.gameObject.layer = LayerMask.NameToLayer("NoCollide");
// SetWinner(player.gameObject);
networkGameManager.SetWinner(player.gameObject);
StartCoroutine(DestoyDelay(collider.gameObject));
}
else
{
var player = collider.GetComponent<PropGrab>()._player;
collider.GetComponent<PropGrab>().ResetPlayer();
collider.gameObject.layer = LayerMask.NameToLayer("NoCollide");
StartCoroutine(DestoyDelay(collider.gameObject));
}
}
}
IEnumerator DestoyDelay(GameObject gameObject)
{
yield return new WaitForSeconds(3f);
NetworkServer.Destroy(gameObject);
StopCoroutine(DestoyDelay(gameObject));
}
// [Command(requiresAuthority = false)]
// void CmdDrop(GameObject gameObject)
// {
// RpcDrop(gameObject);
// }
// [ClientRpc]
// void SetWinner(GameObject gameObject)
// {
// networkGameManager.winner = gameObject;
// networkGameManager.CmdRestartScene();
// }
}